mirror of
https://github.com/brl/mutter.git
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ea3d8eca91
We want applications to fully control the lifetime of a CoglContext without having to worry that internal resources (such as the default 2d,3d and rectangle textures, or any caches we maintain) could result in circular references that keep the context alive. We also want to avoid making CoglContext into a special kind of object that isn't ref-counted or that can't be used with object apis such as cogl_object_set_user_data. Being able to reliably destroy the context is important on platforms such as Android where you may be required bring-up and tear-down a CoglContext numerous times throughout the applications lifetime. A dissadvantage of this policy is that it is now possible to leave other object such as framebuffers in an inconsistent state if the context is unreferenced and destroyed. The documentation states that all objects that directly or indirectly depend on a context that has been destroyed will be left in an inconsistent state and must not be accessed thereafter. Applications (such as Android applications) that need to cleanly destroy and re-create Cogl resources should make sure to manually unref these dependant objects before destroying the context. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 23ce51beba1bb739a224e47614a59327dfbb65af)
1476 lines
40 KiB
C
1476 lines
40 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009,2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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* Authors:
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* Ivan Leben <ivan@openedhand.com>
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* Øyvind Kolås <pippin@linux.intel.com>
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* Neil Roberts <neil@linux.intel.com>
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-util.h"
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#include "cogl-object.h"
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#include "cogl-internal.h"
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#include "cogl-context-private.h"
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#include "cogl-journal-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-path-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-primitives-private.h"
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#include "cogl-private.h"
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#include "cogl-attribute-private.h"
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#include "cogl1-context.h"
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#include "tesselator/tesselator.h"
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#include <string.h>
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#include <math.h>
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#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
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static void _cogl_path_free (CoglPath *path);
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static void _cogl_path_build_fill_attribute_buffer (CoglPath *path);
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static void _cogl_path_build_stroke_attribute_buffer (CoglPath *path);
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COGL_OBJECT_DEFINE (Path, path);
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static void
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_cogl_path_data_clear_vbos (CoglPathData *data)
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{
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int i;
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if (data->fill_attribute_buffer)
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{
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cogl_object_unref (data->fill_attribute_buffer);
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cogl_object_unref (data->fill_vbo_indices);
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for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
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cogl_object_unref (data->fill_attributes[i]);
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data->fill_attribute_buffer = NULL;
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}
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if (data->stroke_attribute_buffer)
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{
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cogl_object_unref (data->stroke_attribute_buffer);
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for (i = 0; i < data->stroke_n_attributes; i++)
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cogl_object_unref (data->stroke_attributes[i]);
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g_free (data->stroke_attributes);
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data->stroke_attribute_buffer = NULL;
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}
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}
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static void
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_cogl_path_data_unref (CoglPathData *data)
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{
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if (--data->ref_count <= 0)
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{
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_cogl_path_data_clear_vbos (data);
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g_array_free (data->path_nodes, TRUE);
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g_slice_free (CoglPathData, data);
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}
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}
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static void
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_cogl_path_modify (CoglPath *path)
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{
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/* This needs to be called whenever the path is about to be modified
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to implement copy-on-write semantics */
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/* If there is more than one path using the data then we need to
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copy the data instead */
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if (path->data->ref_count != 1)
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{
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CoglPathData *old_data = path->data;
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path->data = g_slice_dup (CoglPathData, old_data);
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path->data->path_nodes = g_array_new (FALSE, FALSE,
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sizeof (CoglPathNode));
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g_array_append_vals (path->data->path_nodes,
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old_data->path_nodes->data,
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old_data->path_nodes->len);
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path->data->fill_attribute_buffer = NULL;
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path->data->stroke_attribute_buffer = NULL;
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path->data->ref_count = 1;
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_cogl_path_data_unref (old_data);
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}
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else
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/* The path is altered so the vbos will now be invalid */
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_cogl_path_data_clear_vbos (path->data);
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}
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void
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cogl2_path_set_fill_rule (CoglPath *path,
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CoglPathFillRule fill_rule)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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if (path->data->fill_rule != fill_rule)
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{
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_cogl_path_modify (path);
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path->data->fill_rule = fill_rule;
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}
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}
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CoglPathFillRule
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cogl2_path_get_fill_rule (CoglPath *path)
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{
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_COGL_RETURN_VAL_IF_FAIL (cogl_is_path (path), COGL_PATH_FILL_RULE_NON_ZERO);
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return path->data->fill_rule;
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}
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static void
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_cogl_path_add_node (CoglPath *path,
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CoglBool new_sub_path,
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float x,
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float y)
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{
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CoglPathNode new_node;
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CoglPathData *data;
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_cogl_path_modify (path);
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data = path->data;
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new_node.x = x;
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new_node.y = y;
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new_node.path_size = 0;
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if (new_sub_path || data->path_nodes->len == 0)
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data->last_path = data->path_nodes->len;
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g_array_append_val (data->path_nodes, new_node);
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g_array_index (data->path_nodes, CoglPathNode, data->last_path).path_size++;
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if (data->path_nodes->len == 1)
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{
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data->path_nodes_min.x = data->path_nodes_max.x = x;
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data->path_nodes_min.y = data->path_nodes_max.y = y;
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}
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else
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{
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if (x < data->path_nodes_min.x)
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data->path_nodes_min.x = x;
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if (x > data->path_nodes_max.x)
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data->path_nodes_max.x = x;
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if (y < data->path_nodes_min.y)
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data->path_nodes_min.y = y;
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if (y > data->path_nodes_max.y)
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data->path_nodes_max.y = y;
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}
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/* Once the path nodes have been modified then we'll assume it's no
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longer a rectangle. cogl2_path_rectangle will set this back to
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TRUE if this has been called from there */
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data->is_rectangle = FALSE;
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}
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void
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_cogl_path_stroke_nodes (CoglPath *path,
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CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline)
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{
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CoglPathData *data = path->data;
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CoglPipeline *copy = NULL;
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unsigned int path_start;
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int path_num = 0;
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CoglPathNode *node;
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if (data->path_nodes->len == 0)
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return;
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if (cogl_pipeline_get_n_layers (pipeline) != 0)
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{
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copy = cogl_pipeline_copy (pipeline);
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_cogl_pipeline_prune_to_n_layers (copy, 0);
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pipeline = copy;
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}
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_cogl_path_build_stroke_attribute_buffer (path);
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for (path_start = 0;
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path_start < data->path_nodes->len;
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path_start += node->path_size)
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{
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node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
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cogl_framebuffer_vdraw_attributes (framebuffer,
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pipeline,
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COGL_VERTICES_MODE_LINE_STRIP,
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0, node->path_size,
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data->stroke_attributes[path_num],
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NULL);
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path_num++;
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}
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if (copy)
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cogl_object_unref (copy);
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}
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void
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_cogl_path_get_bounds (CoglPath *path,
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float *min_x,
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float *min_y,
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float *max_x,
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float *max_y)
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{
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CoglPathData *data = path->data;
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if (data->path_nodes->len == 0)
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{
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*min_x = 0.0f;
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*min_y = 0.0f;
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*max_x = 0.0f;
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*max_y = 0.0f;
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}
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else
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{
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*min_x = data->path_nodes_min.x;
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*min_y = data->path_nodes_min.y;
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*max_x = data->path_nodes_max.x;
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*max_y = data->path_nodes_max.y;
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}
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}
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static void
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_cogl_path_fill_nodes_with_clipped_rectangle (CoglPath *path,
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CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline)
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{
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if (!(path->data->context->private_feature_flags &
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COGL_PRIVATE_FEATURE_STENCIL_BUFFER))
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{
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static CoglBool seen_warning = FALSE;
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if (!seen_warning)
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{
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g_warning ("Paths can not be filled using materials with "
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"sliced textures unless there is a stencil "
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"buffer");
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seen_warning = TRUE;
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}
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}
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cogl_framebuffer_push_path_clip (framebuffer, path);
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cogl_framebuffer_draw_rectangle (framebuffer,
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pipeline,
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path->data->path_nodes_min.x,
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path->data->path_nodes_min.y,
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path->data->path_nodes_max.x,
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path->data->path_nodes_max.y);
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cogl_framebuffer_pop_clip (framebuffer);
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}
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static CoglBool
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validate_layer_cb (CoglPipelineLayer *layer, void *user_data)
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{
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CoglBool *needs_fallback = user_data;
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CoglTexture *texture = _cogl_pipeline_layer_get_texture (layer);
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/* If any of the layers of the current pipeline contain sliced
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* textures or textures with waste then it won't work to draw the
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* path directly. Instead we fallback to pushing the path as a clip
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* on the clip-stack and drawing the path's bounding rectangle
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* instead.
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*/
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if (texture != NULL && (cogl_texture_is_sliced (texture) ||
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!_cogl_texture_can_hardware_repeat (texture)))
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*needs_fallback = TRUE;
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return !*needs_fallback;
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}
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void
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_cogl_path_fill_nodes (CoglPath *path,
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CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline,
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CoglDrawFlags flags)
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{
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if (path->data->path_nodes->len == 0)
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return;
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/* If the path is a simple rectangle then we can divert to using
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cogl_framebuffer_draw_rectangle which should be faster because it
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can go through the journal instead of uploading the geometry just
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for two triangles */
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if (path->data->is_rectangle && flags == 0)
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{
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float x_1, y_1, x_2, y_2;
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_cogl_path_get_bounds (path, &x_1, &y_1, &x_2, &y_2);
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cogl_framebuffer_draw_rectangle (framebuffer,
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pipeline,
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x_1, y_1,
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x_2, y_2);
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}
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else
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{
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CoglBool needs_fallback = FALSE;
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_cogl_pipeline_foreach_layer_internal (pipeline,
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validate_layer_cb,
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&needs_fallback);
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if (needs_fallback)
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{
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_cogl_path_fill_nodes_with_clipped_rectangle (path,
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framebuffer,
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pipeline);
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return;
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}
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_cogl_path_build_fill_attribute_buffer (path);
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_cogl_framebuffer_draw_indexed_attributes (framebuffer,
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pipeline,
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COGL_VERTICES_MODE_TRIANGLES,
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0, /* first_vertex */
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path->data->fill_vbo_n_indices,
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path->data->fill_vbo_indices,
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path->data->fill_attributes,
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COGL_PATH_N_ATTRIBUTES,
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flags);
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}
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}
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void
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cogl2_path_fill (CoglPath *path)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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if (path->data->path_nodes->len == 0)
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return;
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/* If the path is a simple rectangle then we can divert to using
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cogl_rectangle which should be faster because it can go through
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the journal instead of uploading the geometry just for two
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triangles */
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if (path->data->is_rectangle)
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{
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float x_1, y_1, x_2, y_2;
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_cogl_path_get_bounds (path, &x_1, &y_1, &x_2, &y_2);
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cogl_rectangle (x_1, y_1, x_2, y_2);
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}
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else
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_cogl_path_fill_nodes (path,
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cogl_get_draw_framebuffer (),
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cogl_get_source (),
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0);
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}
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void
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cogl2_path_stroke (CoglPath *path)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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if (path->data->path_nodes->len == 0)
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return;
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_cogl_path_stroke_nodes (path,
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cogl_get_draw_framebuffer (),
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cogl_get_source ());
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}
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void
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cogl2_path_move_to (CoglPath *path,
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float x,
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float y)
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{
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CoglPathData *data;
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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_cogl_path_add_node (path, TRUE, x, y);
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data = path->data;
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data->path_start.x = x;
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data->path_start.y = y;
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data->path_pen = data->path_start;
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}
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void
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cogl2_path_rel_move_to (CoglPath *path,
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float x,
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float y)
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{
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CoglPathData *data;
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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data = path->data;
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cogl2_path_move_to (path,
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data->path_pen.x + x,
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data->path_pen.y + y);
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}
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void
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cogl2_path_line_to (CoglPath *path,
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float x,
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float y)
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{
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CoglPathData *data;
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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_cogl_path_add_node (path, FALSE, x, y);
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data = path->data;
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data->path_pen.x = x;
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data->path_pen.y = y;
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}
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void
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cogl2_path_rel_line_to (CoglPath *path,
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float x,
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float y)
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{
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CoglPathData *data;
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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data = path->data;
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cogl2_path_line_to (path,
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data->path_pen.x + x,
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data->path_pen.y + y);
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}
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void
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cogl2_path_close (CoglPath *path)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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_cogl_path_add_node (path, FALSE, path->data->path_start.x,
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path->data->path_start.y);
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path->data->path_pen = path->data->path_start;
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}
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void
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cogl2_path_line (CoglPath *path,
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float x_1,
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float y_1,
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float x_2,
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float y_2)
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{
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cogl2_path_move_to (path, x_1, y_1);
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cogl2_path_line_to (path, x_2, y_2);
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}
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void
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cogl2_path_polyline (CoglPath *path,
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const float *coords,
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int num_points)
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{
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int c = 0;
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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cogl2_path_move_to (path, coords[0], coords[1]);
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for (c = 1; c < num_points; ++c)
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cogl2_path_line_to (path, coords[2*c], coords[2*c+1]);
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}
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void
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cogl2_path_polygon (CoglPath *path,
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const float *coords,
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int num_points)
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{
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cogl2_path_polyline (path, coords, num_points);
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cogl2_path_close (path);
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|
}
|
|
|
|
void
|
|
cogl2_path_rectangle (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
CoglBool is_rectangle;
|
|
|
|
/* If the path was previously empty and the rectangle isn't mirrored
|
|
then we'll record that this is a simple rectangle path so that we
|
|
can optimise it */
|
|
is_rectangle = (path->data->path_nodes->len == 0 &&
|
|
x_2 >= x_1 &&
|
|
y_2 >= y_1);
|
|
|
|
cogl2_path_move_to (path, x_1, y_1);
|
|
cogl2_path_line_to (path, x_2, y_1);
|
|
cogl2_path_line_to (path, x_2, y_2);
|
|
cogl2_path_line_to (path, x_1, y_2);
|
|
cogl2_path_close (path);
|
|
|
|
path->data->is_rectangle = is_rectangle;
|
|
}
|
|
|
|
CoglBool
|
|
_cogl_path_is_rectangle (CoglPath *path)
|
|
{
|
|
return path->data->is_rectangle;
|
|
}
|
|
|
|
static void
|
|
_cogl_path_arc (CoglPath *path,
|
|
float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y,
|
|
float angle_1,
|
|
float angle_2,
|
|
float angle_step,
|
|
unsigned int move_first)
|
|
{
|
|
float a = 0x0;
|
|
float cosa = 0x0;
|
|
float sina = 0x0;
|
|
float px = 0x0;
|
|
float py = 0x0;
|
|
|
|
/* Fix invalid angles */
|
|
|
|
if (angle_1 == angle_2 || angle_step == 0x0)
|
|
return;
|
|
|
|
if (angle_step < 0x0)
|
|
angle_step = -angle_step;
|
|
|
|
/* Walk the arc by given step */
|
|
|
|
a = angle_1;
|
|
while (a != angle_2)
|
|
{
|
|
cosa = cosf (a * (G_PI/180.0));
|
|
sina = sinf (a * (G_PI/180.0));
|
|
|
|
px = center_x + (cosa * radius_x);
|
|
py = center_y + (sina * radius_y);
|
|
|
|
if (a == angle_1 && move_first)
|
|
cogl2_path_move_to (path, px, py);
|
|
else
|
|
cogl2_path_line_to (path, px, py);
|
|
|
|
if (G_LIKELY (angle_2 > angle_1))
|
|
{
|
|
a += angle_step;
|
|
if (a > angle_2)
|
|
a = angle_2;
|
|
}
|
|
else
|
|
{
|
|
a -= angle_step;
|
|
if (a < angle_2)
|
|
a = angle_2;
|
|
}
|
|
}
|
|
|
|
/* Make sure the final point is drawn */
|
|
|
|
cosa = cosf (angle_2 * (G_PI/180.0));
|
|
sina = sinf (angle_2 * (G_PI/180.0));
|
|
|
|
px = center_x + (cosa * radius_x);
|
|
py = center_y + (sina * radius_y);
|
|
|
|
cogl2_path_line_to (path, px, py);
|
|
}
|
|
|
|
void
|
|
cogl2_path_arc (CoglPath *path,
|
|
float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y,
|
|
float angle_1,
|
|
float angle_2)
|
|
{
|
|
float angle_step = 10;
|
|
|
|
_COGL_RETURN_IF_FAIL (cogl_is_path (path));
|
|
|
|
/* it is documented that a move to is needed to create a freestanding
|
|
* arc
|
|
*/
|
|
_cogl_path_arc (path,
|
|
center_x, center_y,
|
|
radius_x, radius_y,
|
|
angle_1, angle_2,
|
|
angle_step, 0 /* no move */);
|
|
}
|
|
|
|
|
|
static void
|
|
_cogl_path_rel_arc (CoglPath *path,
|
|
float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y,
|
|
float angle_1,
|
|
float angle_2,
|
|
float angle_step)
|
|
{
|
|
CoglPathData *data;
|
|
|
|
data = path->data;
|
|
|
|
_cogl_path_arc (path,
|
|
data->path_pen.x + center_x,
|
|
data->path_pen.y + center_y,
|
|
radius_x, radius_y,
|
|
angle_1, angle_2,
|
|
angle_step, 0 /* no move */);
|
|
}
|
|
|
|
void
|
|
cogl2_path_ellipse (CoglPath *path,
|
|
float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y)
|
|
{
|
|
float angle_step = 10;
|
|
|
|
_COGL_RETURN_IF_FAIL (cogl_is_path (path));
|
|
|
|
/* FIXME: if shows to be slow might be optimized
|
|
* by mirroring just a quarter of it */
|
|
|
|
_cogl_path_arc (path,
|
|
center_x, center_y,
|
|
radius_x, radius_y,
|
|
0, 360,
|
|
angle_step, 1 /* move first */);
|
|
|
|
cogl2_path_close (path);
|
|
}
|
|
|
|
void
|
|
cogl2_path_round_rectangle (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float radius,
|
|
float arc_step)
|
|
{
|
|
float inner_width = x_2 - x_1 - radius * 2;
|
|
float inner_height = y_2 - y_1 - radius * 2;
|
|
|
|
_COGL_RETURN_IF_FAIL (cogl_is_path (path));
|
|
|
|
cogl2_path_move_to (path, x_1, y_1 + radius);
|
|
_cogl_path_rel_arc (path,
|
|
radius, 0,
|
|
radius, radius,
|
|
180,
|
|
270,
|
|
arc_step);
|
|
|
|
cogl2_path_line_to (path,
|
|
path->data->path_pen.x + inner_width,
|
|
path->data->path_pen.y);
|
|
_cogl_path_rel_arc (path,
|
|
0, radius,
|
|
radius, radius,
|
|
-90,
|
|
0,
|
|
arc_step);
|
|
|
|
cogl2_path_line_to (path,
|
|
path->data->path_pen.x,
|
|
path->data->path_pen.y + inner_height);
|
|
|
|
_cogl_path_rel_arc (path,
|
|
-radius, 0,
|
|
radius, radius,
|
|
0,
|
|
90,
|
|
arc_step);
|
|
|
|
cogl2_path_line_to (path,
|
|
path->data->path_pen.x - inner_width,
|
|
path->data->path_pen.y);
|
|
_cogl_path_rel_arc (path,
|
|
0, -radius,
|
|
radius, radius,
|
|
90,
|
|
180,
|
|
arc_step);
|
|
|
|
cogl2_path_close (path);
|
|
}
|
|
|
|
static void
|
|
_cogl_path_bezier3_sub (CoglPath *path,
|
|
CoglBezCubic *cubic)
|
|
{
|
|
CoglBezCubic cubics[_COGL_MAX_BEZ_RECURSE_DEPTH];
|
|
CoglBezCubic *cleft;
|
|
CoglBezCubic *cright;
|
|
CoglBezCubic *c;
|
|
floatVec2 dif1;
|
|
floatVec2 dif2;
|
|
floatVec2 mm;
|
|
floatVec2 c1;
|
|
floatVec2 c2;
|
|
floatVec2 c3;
|
|
floatVec2 c4;
|
|
floatVec2 c5;
|
|
int cindex;
|
|
|
|
/* Put first curve on stack */
|
|
cubics[0] = *cubic;
|
|
cindex = 0;
|
|
|
|
while (cindex >= 0)
|
|
{
|
|
c = &cubics[cindex];
|
|
|
|
|
|
/* Calculate distance of control points from their
|
|
* counterparts on the line between end points */
|
|
dif1.x = (c->p2.x * 3) - (c->p1.x * 2) - c->p4.x;
|
|
dif1.y = (c->p2.y * 3) - (c->p1.y * 2) - c->p4.y;
|
|
dif2.x = (c->p3.x * 3) - (c->p4.x * 2) - c->p1.x;
|
|
dif2.y = (c->p3.y * 3) - (c->p4.y * 2) - c->p1.y;
|
|
|
|
if (dif1.x < 0)
|
|
dif1.x = -dif1.x;
|
|
if (dif1.y < 0)
|
|
dif1.y = -dif1.y;
|
|
if (dif2.x < 0)
|
|
dif2.x = -dif2.x;
|
|
if (dif2.y < 0)
|
|
dif2.y = -dif2.y;
|
|
|
|
|
|
/* Pick the greatest of two distances */
|
|
if (dif1.x < dif2.x) dif1.x = dif2.x;
|
|
if (dif1.y < dif2.y) dif1.y = dif2.y;
|
|
|
|
/* Cancel if the curve is flat enough */
|
|
if (dif1.x + dif1.y <= 1.0 ||
|
|
cindex == _COGL_MAX_BEZ_RECURSE_DEPTH-1)
|
|
{
|
|
/* Add subdivision point (skip last) */
|
|
if (cindex == 0)
|
|
return;
|
|
|
|
_cogl_path_add_node (path, FALSE, c->p4.x, c->p4.y);
|
|
|
|
--cindex;
|
|
|
|
continue;
|
|
}
|
|
|
|
/* Left recursion goes on top of stack! */
|
|
cright = c; cleft = &cubics[++cindex];
|
|
|
|
/* Subdivide into 2 sub-curves */
|
|
c1.x = ((c->p1.x + c->p2.x) / 2);
|
|
c1.y = ((c->p1.y + c->p2.y) / 2);
|
|
mm.x = ((c->p2.x + c->p3.x) / 2);
|
|
mm.y = ((c->p2.y + c->p3.y) / 2);
|
|
c5.x = ((c->p3.x + c->p4.x) / 2);
|
|
c5.y = ((c->p3.y + c->p4.y) / 2);
|
|
|
|
c2.x = ((c1.x + mm.x) / 2);
|
|
c2.y = ((c1.y + mm.y) / 2);
|
|
c4.x = ((mm.x + c5.x) / 2);
|
|
c4.y = ((mm.y + c5.y) / 2);
|
|
|
|
c3.x = ((c2.x + c4.x) / 2);
|
|
c3.y = ((c2.y + c4.y) / 2);
|
|
|
|
/* Add left recursion to stack */
|
|
cleft->p1 = c->p1;
|
|
cleft->p2 = c1;
|
|
cleft->p3 = c2;
|
|
cleft->p4 = c3;
|
|
|
|
/* Add right recursion to stack */
|
|
cright->p1 = c3;
|
|
cright->p2 = c4;
|
|
cright->p3 = c5;
|
|
cright->p4 = c->p4;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl2_path_curve_to (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float x_3,
|
|
float y_3)
|
|
{
|
|
CoglBezCubic cubic;
|
|
|
|
_COGL_RETURN_IF_FAIL (cogl_is_path (path));
|
|
|
|
/* Prepare cubic curve */
|
|
cubic.p1 = path->data->path_pen;
|
|
cubic.p2.x = x_1;
|
|
cubic.p2.y = y_1;
|
|
cubic.p3.x = x_2;
|
|
cubic.p3.y = y_2;
|
|
cubic.p4.x = x_3;
|
|
cubic.p4.y = y_3;
|
|
|
|
/* Run subdivision */
|
|
_cogl_path_bezier3_sub (path, &cubic);
|
|
|
|
/* Add last point */
|
|
_cogl_path_add_node (path, FALSE, cubic.p4.x, cubic.p4.y);
|
|
path->data->path_pen = cubic.p4;
|
|
}
|
|
|
|
void
|
|
cogl2_path_rel_curve_to (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float x_3,
|
|
float y_3)
|
|
{
|
|
CoglPathData *data;
|
|
|
|
_COGL_RETURN_IF_FAIL (cogl_is_path (path));
|
|
|
|
data = path->data;
|
|
|
|
cogl2_path_curve_to (path,
|
|
data->path_pen.x + x_1,
|
|
data->path_pen.y + y_1,
|
|
data->path_pen.x + x_2,
|
|
data->path_pen.y + y_2,
|
|
data->path_pen.x + x_3,
|
|
data->path_pen.y + y_3);
|
|
}
|
|
|
|
CoglPath *
|
|
cogl2_path_new (void)
|
|
{
|
|
CoglPath *path;
|
|
CoglPathData *data;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NULL);
|
|
|
|
path = g_slice_new (CoglPath);
|
|
data = path->data = g_slice_new (CoglPathData);
|
|
|
|
data->ref_count = 1;
|
|
data->context = ctx;
|
|
data->fill_rule = COGL_PATH_FILL_RULE_EVEN_ODD;
|
|
data->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
|
|
data->last_path = 0;
|
|
data->fill_attribute_buffer = NULL;
|
|
data->stroke_attribute_buffer = NULL;
|
|
data->is_rectangle = FALSE;
|
|
|
|
return _cogl_path_object_new (path);
|
|
}
|
|
|
|
CoglPath *
|
|
cogl_path_copy (CoglPath *old_path)
|
|
{
|
|
CoglPath *new_path;
|
|
|
|
_COGL_RETURN_VAL_IF_FAIL (cogl_is_path (old_path), NULL);
|
|
|
|
new_path = g_slice_new (CoglPath);
|
|
new_path->data = old_path->data;
|
|
new_path->data->ref_count++;
|
|
|
|
return _cogl_path_object_new (new_path);
|
|
}
|
|
|
|
static void
|
|
_cogl_path_free (CoglPath *path)
|
|
{
|
|
_cogl_path_data_unref (path->data);
|
|
g_slice_free (CoglPath, path);
|
|
}
|
|
|
|
/* If second order beziers were needed the following code could
|
|
* be re-enabled:
|
|
*/
|
|
#if 0
|
|
|
|
static void
|
|
_cogl_path_bezier2_sub (CoglPath *path,
|
|
CoglBezQuad *quad)
|
|
{
|
|
CoglBezQuad quads[_COGL_MAX_BEZ_RECURSE_DEPTH];
|
|
CoglBezQuad *qleft;
|
|
CoglBezQuad *qright;
|
|
CoglBezQuad *q;
|
|
floatVec2 mid;
|
|
floatVec2 dif;
|
|
floatVec2 c1;
|
|
floatVec2 c2;
|
|
floatVec2 c3;
|
|
int qindex;
|
|
|
|
/* Put first curve on stack */
|
|
quads[0] = *quad;
|
|
qindex = 0;
|
|
|
|
/* While stack is not empty */
|
|
while (qindex >= 0)
|
|
{
|
|
|
|
q = &quads[qindex];
|
|
|
|
/* Calculate distance of control point from its
|
|
* counterpart on the line between end points */
|
|
mid.x = ((q->p1.x + q->p3.x) / 2);
|
|
mid.y = ((q->p1.y + q->p3.y) / 2);
|
|
dif.x = (q->p2.x - mid.x);
|
|
dif.y = (q->p2.y - mid.y);
|
|
if (dif.x < 0) dif.x = -dif.x;
|
|
if (dif.y < 0) dif.y = -dif.y;
|
|
|
|
/* Cancel if the curve is flat enough */
|
|
if (dif.x + dif.y <= 1.0 ||
|
|
qindex == _COGL_MAX_BEZ_RECURSE_DEPTH - 1)
|
|
{
|
|
/* Add subdivision point (skip last) */
|
|
if (qindex == 0) return;
|
|
_cogl_path_add_node (path, FALSE, q->p3.x, q->p3.y);
|
|
--qindex; continue;
|
|
}
|
|
|
|
/* Left recursion goes on top of stack! */
|
|
qright = q; qleft = &quads[++qindex];
|
|
|
|
/* Subdivide into 2 sub-curves */
|
|
c1.x = ((q->p1.x + q->p2.x) / 2);
|
|
c1.y = ((q->p1.y + q->p2.y) / 2);
|
|
c3.x = ((q->p2.x + q->p3.x) / 2);
|
|
c3.y = ((q->p2.y + q->p3.y) / 2);
|
|
c2.x = ((c1.x + c3.x) / 2);
|
|
c2.y = ((c1.y + c3.y) / 2);
|
|
|
|
/* Add left recursion onto stack */
|
|
qleft->p1 = q->p1;
|
|
qleft->p2 = c1;
|
|
qleft->p3 = c2;
|
|
|
|
/* Add right recursion onto stack */
|
|
qright->p1 = c2;
|
|
qright->p2 = c3;
|
|
qright->p3 = q->p3;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_path_curve2_to (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
CoglBezQuad quad;
|
|
|
|
/* Prepare quadratic curve */
|
|
quad.p1 = path->data->path_pen;
|
|
quad.p2.x = x_1;
|
|
quad.p2.y = y_1;
|
|
quad.p3.x = x_2;
|
|
quad.p3.y = y_2;
|
|
|
|
/* Run subdivision */
|
|
_cogl_path_bezier2_sub (&quad);
|
|
|
|
/* Add last point */
|
|
_cogl_path_add_node (FALSE, quad.p3.x, quad.p3.y);
|
|
path->data->path_pen = quad.p3;
|
|
}
|
|
|
|
void
|
|
cogl_rel_curve2_to (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
CoglPathData *data;
|
|
|
|
_COGL_RETURN_IF_FAIL (cogl_is_path (path));
|
|
|
|
data = path->data;
|
|
|
|
cogl_path_curve2_to (data->path_pen.x + x_1,
|
|
data->path_pen.y + y_1,
|
|
data->path_pen.x + x_2,
|
|
data->path_pen.y + y_2);
|
|
}
|
|
|
|
#endif
|
|
|
|
typedef struct _CoglPathTesselator CoglPathTesselator;
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typedef struct _CoglPathTesselatorVertex CoglPathTesselatorVertex;
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struct _CoglPathTesselator
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{
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GLUtesselator *glu_tess;
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GLenum primitive_type;
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int vertex_number;
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/* Array of CoglPathTesselatorVertex. This needs to grow when the
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combine callback is called */
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GArray *vertices;
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/* Array of integers for the indices into the vertices array. Each
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element will either be uint8_t, uint16_t or uint32_t depending on
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the number of vertices */
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GArray *indices;
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CoglIndicesType indices_type;
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/* Indices used to split fans and strips */
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int index_a, index_b;
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};
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struct _CoglPathTesselatorVertex
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{
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float x, y, s, t;
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};
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static void
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_cogl_path_tesselator_begin (GLenum type,
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CoglPathTesselator *tess)
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{
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g_assert (type == GL_TRIANGLES ||
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type == GL_TRIANGLE_FAN ||
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type == GL_TRIANGLE_STRIP);
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tess->primitive_type = type;
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tess->vertex_number = 0;
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}
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static CoglIndicesType
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_cogl_path_tesselator_get_indices_type_for_size (int n_vertices)
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{
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if (n_vertices <= 256)
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return COGL_INDICES_TYPE_UNSIGNED_BYTE;
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else if (n_vertices <= 65536)
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return COGL_INDICES_TYPE_UNSIGNED_SHORT;
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else
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return COGL_INDICES_TYPE_UNSIGNED_INT;
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}
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static void
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_cogl_path_tesselator_allocate_indices_array (CoglPathTesselator *tess)
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{
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switch (tess->indices_type)
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{
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case COGL_INDICES_TYPE_UNSIGNED_BYTE:
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tess->indices = g_array_new (FALSE, FALSE, sizeof (uint8_t));
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break;
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case COGL_INDICES_TYPE_UNSIGNED_SHORT:
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tess->indices = g_array_new (FALSE, FALSE, sizeof (uint16_t));
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break;
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case COGL_INDICES_TYPE_UNSIGNED_INT:
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tess->indices = g_array_new (FALSE, FALSE, sizeof (uint32_t));
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break;
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}
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}
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static void
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_cogl_path_tesselator_add_index (CoglPathTesselator *tess, int vertex_index)
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{
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switch (tess->indices_type)
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{
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case COGL_INDICES_TYPE_UNSIGNED_BYTE:
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{
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uint8_t val = vertex_index;
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g_array_append_val (tess->indices, val);
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}
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break;
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case COGL_INDICES_TYPE_UNSIGNED_SHORT:
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{
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uint16_t val = vertex_index;
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g_array_append_val (tess->indices, val);
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}
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break;
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case COGL_INDICES_TYPE_UNSIGNED_INT:
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{
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uint32_t val = vertex_index;
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g_array_append_val (tess->indices, val);
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}
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break;
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}
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}
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static void
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_cogl_path_tesselator_vertex (void *vertex_data,
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CoglPathTesselator *tess)
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{
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int vertex_index;
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vertex_index = GPOINTER_TO_INT (vertex_data);
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/* This tries to convert all of the primitives into GL_TRIANGLES
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with indices to share vertices */
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switch (tess->primitive_type)
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{
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case GL_TRIANGLES:
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/* Directly use the vertex */
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_cogl_path_tesselator_add_index (tess, vertex_index);
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break;
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case GL_TRIANGLE_FAN:
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if (tess->vertex_number == 0)
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tess->index_a = vertex_index;
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else if (tess->vertex_number == 1)
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tess->index_b = vertex_index;
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else
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{
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/* Create a triangle with the first vertex, the previous
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vertex and this vertex */
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_cogl_path_tesselator_add_index (tess, tess->index_a);
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_cogl_path_tesselator_add_index (tess, tess->index_b);
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_cogl_path_tesselator_add_index (tess, vertex_index);
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/* Next time we will use this vertex as the previous
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vertex */
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tess->index_b = vertex_index;
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}
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break;
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case GL_TRIANGLE_STRIP:
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if (tess->vertex_number == 0)
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tess->index_a = vertex_index;
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else if (tess->vertex_number == 1)
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tess->index_b = vertex_index;
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else
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{
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_cogl_path_tesselator_add_index (tess, tess->index_a);
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_cogl_path_tesselator_add_index (tess, tess->index_b);
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_cogl_path_tesselator_add_index (tess, vertex_index);
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if (tess->vertex_number & 1)
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tess->index_b = vertex_index;
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else
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tess->index_a = vertex_index;
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}
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break;
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default:
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g_assert_not_reached ();
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}
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tess->vertex_number++;
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}
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static void
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_cogl_path_tesselator_end (CoglPathTesselator *tess)
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{
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tess->primitive_type = GL_FALSE;
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}
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static void
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_cogl_path_tesselator_combine (double coords[3],
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void *vertex_data[4],
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float weight[4],
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void **out_data,
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CoglPathTesselator *tess)
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{
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CoglPathTesselatorVertex *vertex;
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CoglIndicesType new_indices_type;
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int i;
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/* Add a new vertex to the array */
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g_array_set_size (tess->vertices, tess->vertices->len + 1);
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vertex = &g_array_index (tess->vertices,
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CoglPathTesselatorVertex,
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tess->vertices->len - 1);
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/* The data is just the index to the vertex */
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*out_data = GINT_TO_POINTER (tess->vertices->len - 1);
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/* Set the coordinates of the new vertex */
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vertex->x = coords[0];
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vertex->y = coords[1];
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/* Generate the texture coordinates as the weighted average of the
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four incoming coordinates */
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vertex->s = 0.0f;
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vertex->t = 0.0f;
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for (i = 0; i < 4; i++)
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{
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CoglPathTesselatorVertex *old_vertex =
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&g_array_index (tess->vertices, CoglPathTesselatorVertex,
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GPOINTER_TO_INT (vertex_data[i]));
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vertex->s += old_vertex->s * weight[i];
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vertex->t += old_vertex->t * weight[i];
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}
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/* Check if we've reached the limit for the data type of our indices */
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new_indices_type =
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_cogl_path_tesselator_get_indices_type_for_size (tess->vertices->len);
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if (new_indices_type != tess->indices_type)
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{
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CoglIndicesType old_indices_type = new_indices_type;
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GArray *old_vertices = tess->indices;
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/* Copy the indices to an array of the new type */
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tess->indices_type = new_indices_type;
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_cogl_path_tesselator_allocate_indices_array (tess);
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switch (old_indices_type)
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{
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case COGL_INDICES_TYPE_UNSIGNED_BYTE:
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for (i = 0; i < old_vertices->len; i++)
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_cogl_path_tesselator_add_index (tess,
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g_array_index (old_vertices,
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uint8_t, i));
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break;
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case COGL_INDICES_TYPE_UNSIGNED_SHORT:
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for (i = 0; i < old_vertices->len; i++)
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_cogl_path_tesselator_add_index (tess,
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g_array_index (old_vertices,
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uint16_t, i));
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break;
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case COGL_INDICES_TYPE_UNSIGNED_INT:
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for (i = 0; i < old_vertices->len; i++)
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_cogl_path_tesselator_add_index (tess,
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g_array_index (old_vertices,
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uint32_t, i));
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break;
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}
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g_array_free (old_vertices, TRUE);
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}
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}
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static void
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_cogl_path_build_fill_attribute_buffer (CoglPath *path)
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{
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CoglPathTesselator tess;
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unsigned int path_start = 0;
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CoglPathData *data = path->data;
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int i;
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/* If we've already got a vbo then we don't need to do anything */
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if (data->fill_attribute_buffer)
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return;
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tess.primitive_type = FALSE;
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/* Generate a vertex for each point on the path */
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tess.vertices = g_array_new (FALSE, FALSE, sizeof (CoglPathTesselatorVertex));
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g_array_set_size (tess.vertices, data->path_nodes->len);
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for (i = 0; i < data->path_nodes->len; i++)
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{
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CoglPathNode *node =
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&g_array_index (data->path_nodes, CoglPathNode, i);
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CoglPathTesselatorVertex *vertex =
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&g_array_index (tess.vertices, CoglPathTesselatorVertex, i);
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vertex->x = node->x;
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vertex->y = node->y;
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/* Add texture coordinates so that a texture would be drawn to
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fit the bounding box of the path and then cropped by the
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path */
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if (data->path_nodes_min.x == data->path_nodes_max.x)
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vertex->s = 0.0f;
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else
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vertex->s = ((node->x - data->path_nodes_min.x)
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/ (data->path_nodes_max.x - data->path_nodes_min.x));
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if (data->path_nodes_min.y == data->path_nodes_max.y)
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vertex->t = 0.0f;
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else
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vertex->t = ((node->y - data->path_nodes_min.y)
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/ (data->path_nodes_max.y - data->path_nodes_min.y));
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}
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tess.indices_type =
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_cogl_path_tesselator_get_indices_type_for_size (data->path_nodes->len);
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_cogl_path_tesselator_allocate_indices_array (&tess);
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tess.glu_tess = gluNewTess ();
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if (data->fill_rule == COGL_PATH_FILL_RULE_EVEN_ODD)
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gluTessProperty (tess.glu_tess, GLU_TESS_WINDING_RULE,
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GLU_TESS_WINDING_ODD);
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else
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gluTessProperty (tess.glu_tess, GLU_TESS_WINDING_RULE,
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GLU_TESS_WINDING_NONZERO);
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/* All vertices are on the xy-plane */
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gluTessNormal (tess.glu_tess, 0.0, 0.0, 1.0);
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gluTessCallback (tess.glu_tess, GLU_TESS_BEGIN_DATA,
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_cogl_path_tesselator_begin);
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gluTessCallback (tess.glu_tess, GLU_TESS_VERTEX_DATA,
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_cogl_path_tesselator_vertex);
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gluTessCallback (tess.glu_tess, GLU_TESS_END_DATA,
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_cogl_path_tesselator_end);
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gluTessCallback (tess.glu_tess, GLU_TESS_COMBINE_DATA,
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_cogl_path_tesselator_combine);
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gluTessBeginPolygon (tess.glu_tess, &tess);
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while (path_start < data->path_nodes->len)
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{
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CoglPathNode *node =
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&g_array_index (data->path_nodes, CoglPathNode, path_start);
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gluTessBeginContour (tess.glu_tess);
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for (i = 0; i < node->path_size; i++)
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{
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double vertex[3] = { node[i].x, node[i].y, 0.0 };
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gluTessVertex (tess.glu_tess, vertex,
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GINT_TO_POINTER (i + path_start));
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}
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gluTessEndContour (tess.glu_tess);
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path_start += node->path_size;
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}
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gluTessEndPolygon (tess.glu_tess);
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gluDeleteTess (tess.glu_tess);
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data->fill_attribute_buffer =
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cogl_attribute_buffer_new (data->context,
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sizeof (CoglPathTesselatorVertex) *
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tess.vertices->len,
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tess.vertices->data);
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g_array_free (tess.vertices, TRUE);
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data->fill_attributes[0] =
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cogl_attribute_new (data->fill_attribute_buffer,
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"cogl_position_in",
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sizeof (CoglPathTesselatorVertex),
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G_STRUCT_OFFSET (CoglPathTesselatorVertex, x),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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data->fill_attributes[1] =
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cogl_attribute_new (data->fill_attribute_buffer,
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"cogl_tex_coord0_in",
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sizeof (CoglPathTesselatorVertex),
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G_STRUCT_OFFSET (CoglPathTesselatorVertex, s),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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data->fill_vbo_indices = cogl_indices_new (data->context,
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tess.indices_type,
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tess.indices->data,
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tess.indices->len);
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data->fill_vbo_n_indices = tess.indices->len;
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g_array_free (tess.indices, TRUE);
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}
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static void
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_cogl_path_build_stroke_attribute_buffer (CoglPath *path)
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{
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CoglPathData *data = path->data;
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CoglBuffer *buffer;
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unsigned int n_attributes = 0;
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unsigned int path_start;
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CoglPathNode *node;
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floatVec2 *buffer_p;
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unsigned int i;
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/* If we've already got a cached vbo then we don't need to do anything */
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if (data->stroke_attribute_buffer)
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return;
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data->stroke_attribute_buffer =
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cogl_attribute_buffer_new (data->context,
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data->path_nodes->len * sizeof (floatVec2),
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NULL);
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buffer = COGL_BUFFER (data->stroke_attribute_buffer);
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buffer_p = _cogl_buffer_map_for_fill_or_fallback (buffer);
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/* Copy the vertices in and count the number of sub paths. Each sub
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path will form a separate attribute so we can paint the disjoint
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line strips */
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for (path_start = 0;
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path_start < data->path_nodes->len;
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path_start += node->path_size)
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{
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node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
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for (i = 0; i < node->path_size; i++)
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{
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buffer_p[path_start + i].x = node[i].x;
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buffer_p[path_start + i].y = node[i].y;
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}
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n_attributes++;
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}
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_cogl_buffer_unmap_for_fill_or_fallback (buffer);
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data->stroke_attributes = g_new (CoglAttribute *, n_attributes);
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/* Now we can loop the sub paths again to create the attributes */
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for (i = 0, path_start = 0;
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path_start < data->path_nodes->len;
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i++, path_start += node->path_size)
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{
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node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
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data->stroke_attributes[i] =
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cogl_attribute_new (data->stroke_attribute_buffer,
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"cogl_position_in",
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sizeof (floatVec2),
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path_start * sizeof (floatVec2),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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}
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data->stroke_n_attributes = n_attributes;
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}
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